Scenario- based multi- risk assessment on exposed buildings to volcanic cascading hazards

Author(s):  
Michael Langbein ◽  
Juan Camilo Gomez- Zapata ◽  
Theresa Frimberger ◽  
Nils Brinckmann ◽  
Roberto Torres- Corredor ◽  
...  

<p>In order to assess the building portfolio composition for a particular natural hazard risk assessment application, it is necessary to classify the built environment into schemas containing building classes. The building classes should also address the attributes which may control their vulnerability towards the different hazards associated with their failure mechanisms, which along with their respective fragility functions are representative of a particular study area. In the case of volcanic risk, former efforts have been carried out in developing volcanic related fragility functions, this has been done mostly for European, Atlantic islands and South Asian building types (SEDIMER, MIA VITA, VOLDIES, EXPLORIS, SAFELAND projects). However, in other parts of the globe, particular construction practices, materials, and even occupancies may describe very diverse building types with different degrees of vulnerability which may or not be compatible with the existing schemas and fragility functions (Spence et al. 2005, Zuccaro et al. 2013, Mavrouli et al. 2013, Jenkins et al. 2014, Torres-Corredor et al. 2017).</p><p>As highlighted by Zuccaro et al. 2018, since in the case of volcanic active areas, the built environment will not only be exposed to a single hazard but to several compound or cascading hazards (e.g. tephra fall, pyroclastic flows, lahars), with different time intervals between them, a dynamic vulnerability with cumulated damage on the physical assets would be the baseline upon a multi-risk- volcanic framework should be described. In this similar context, single- hazard but still multi-state fragility functions have been very recently used in order to set up damage descriptions independently on the reference building schema. We propose to generalize this novel approach and further extend it in the volcanic risk assessment context. To do so, the very first step was to generate a multi-hazard- building- taxonomy containing a set of exhaustive mutually exclusive building attributes. Upon that framework, a probabilistic mapping across single- hazards- building- schemas and damage states has been achieved.</p><p>This methodological approach has been tested under the RIESGOS project over a selected study area of the Latin American Andes Region. In this region, cities close to active volcanos have been experienced a non-structured grow, which is translated into a significantly vulnerable population living in non- engineering buildings that are highly exposed to volcanic hazards. The Cotopaxi region in Ecuador has been chosen in order to explore the ash falls and lahars damage contributions with several scenarios in terms of volcanic explosivity index (VEI). Local lahars simulations have been obtained at different resolutions. Moreover, probabilistic ash- fall maps have been recently obtained after exhaustive ash fall and wind direction measurements. Lahar flow- velocity and ash- fall load pressure were respectively used as intensity measures. Furthermore, local and foreign building schemas that define the building exposure models have been constrained through ancillary data, cadastral information, and remote individual building inspections, to then been associated with a multi-state fragility function. These ingredients have been integrated into this novel methodological scenario-based- multi-risk- volcanic assessment.</p>

2014 ◽  
Vol 276 ◽  
pp. 105-120 ◽  
Author(s):  
S.F. Jenkins ◽  
R.J.S. Spence ◽  
J.F.B.D. Fonseca ◽  
R.U. Solidum ◽  
T.M. Wilson

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Alex Antonio Florindo ◽  
Gavin Turrell ◽  
Leandro Martin Totaro Garcia ◽  
João Paulo dos Anjos Souza Barbosa ◽  
Michele Santos Cruz ◽  
...  

Abstract Background Sedentary behavior is influenced by contextual, social, and individual factors, including the built environment. However, associations between the built environment and sitting time have not been extensively investigated in countries with economies in transition such as Brazil. The objective of this study is to examine the relationship between sitting-time and access to a mix of destinations for adults from Sao Paulo city, Brazil. Methods This study uses data from the Health Survey of Sao Paulo. Sedentary behavior was assessed by a questionnaire using two questions: total sitting time in minutes on a usual weekday; and on a usual weekend day. The mix of destinations was measured by summing the number of facilities (comprising bus stops, train/subway stations, parks, squares, public recreation centres, bike paths, primary health care units, supermarkets, food stores, bakeries, and coffee-shops) within 500 m of each participant’s residence. Minutes of sitting time in a typical weekday and weekend day were the outcomes and the mix of destinations score in 500 m buffers was the exposure variable. Associations between the mix of destinations and sitting time were examined using multilevel linear regression: these models accounted for clustering within census tracts and households and adjusted for environmental, sociodemographic, and health-related factors. Results After adjustment for covariates, the mix of destinations was inversely associated with minutes of sitting time on a weekday (β=− 8.8, p=0.001) and weekend day (β=− 6.1, p=0.022). People who lived in areas with a greater mix of destinations had shorter average sitting times. Conclusion Greater mix of destinations within 500 m of peoples’ residences was inversely associated with sitting time on a typical weekday and weekend day. In Latin American cities like Sao Paulo built environments more favorable for walking may contribute to reducing sedentary behavior and prevent associated chronic disease.


2016 ◽  
Vol 16 (7) ◽  
pp. 1673-1689 ◽  
Author(s):  
Lara Mani ◽  
Paul D. Cole ◽  
Iain Stewart

Abstract. This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent's Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents' knowledge of potential future eruptive hazards (ash fall, pyroclastic flows and lahars) and to integrate traditional methods of education in a more interactive manner. Here, we discuss the process of game development including concept design through to the final implementation on St. Vincent. Preliminary results obtained from the final implementation (through pre- and post-test knowledge quizzes) for both student and adult participants provide indications that a video game of this style may be effective in improving a learner's knowledge. Both groups of participants demonstrated a post-test increase in their knowledge quiz score of 9.3 % for adults and 8.3 % for students and, when plotted as learning gains (Hake, 1998), show similar overall improvements (0.11 for adults and 0.09 for students). These preliminary findings may provide a sound foundation for the increased integration of emerging technologies within traditional education sessions. This paper also shares some of the challenges and lessons learnt throughout the development and testing processes and provides recommendations for researchers looking to pursue a similar study.


2020 ◽  
Vol 160 ◽  
pp. 107978 ◽  
Author(s):  
Rodrigo M. Carrillo-Larco ◽  
Jonathan Pearson-Stuttard ◽  
Antonio Bernabe-Ortiz ◽  
Edward W. Gregg

2020 ◽  
Vol 9 (4) ◽  
pp. 273 ◽  
Author(s):  
Weiqiang Liu ◽  
Long Li ◽  
Longqian Chen ◽  
Mingxin Wen ◽  
Jia Wang ◽  
...  

Volcanic activity remains highly detrimental to populations, property and activities in the range of its products. In order to reduce the impact of volcanic processes and products, it is critically important to conduct comprehensive volcanic risk assessments on volcanically active areas. This study tests a volcanic risk assessment methodology based on numerical simulations of volcanic hazards and quantitative analysis of social vulnerability in the Spanish island of Tenerife, a well-known tourist destination. We first simulated the most likely volcanic hazards in the two eruptive scenarios using the Volcanic Risk Information System (VORIS) tool and then evaluated the vulnerability using a total of 19 socio-economic indicators within the Vulnerability Scoping Diagram (VSD) framework by combining the analytic hierarchy process (AHP) and the entropy method. Our results show good agreement with previous assessments. In two eruptive scenarios, the north and northwest of the island were more exposed to volcanic hazards, and the east registered the highest vulnerability. Overall, the northern municipalities showed the highest volcanic risk in two scenarios. Our test indicates that disaster risk varies greatly across the island, and that risk reduction strategies should be prioritized on the north areas. While refinements to the model will produce more accurate results, the outputs will still be beneficial to the local authorities when designing policies for volcanic risk reduction policies in Tenerife. This study tests a comprehensive volcanic risk assessment for Tenerife, but it also provides a framework that is applicable to other regions threatened by volcanic hazards.


Author(s):  
Gerson Ferrari ◽  
◽  
André Oliveira Werneck ◽  
Danilo Rodrigues da Silva ◽  
Irina Kovalskys ◽  
...  

Abstract Background Characteristics of the neighborhood built environment are associated with physical activity (PA). However, few studies with representative samples have examined environmental correlates of domain-specific PA in Latin America. We examined the associations of the perceived neighborhood built environment with domain-specific PA in a large sample of adults from eight Latin American countries. Methods This study examined data from 8185 adults (aged 18–65 years) from eight Latin American countries. The Neighbourhood Environment Walkability Survey - Abbreviated (NEWS-A) scale was used to assess perceptions of land use mix–diversity, land use mix-access, street connectivity, walking/cycling facilities, aesthetics, safety from traffic, and safety from crime. Perceived proximity from home to public open spaces (metropolitan parks, playgrounds, public squares) and to shopping centers was also measured. Transport-related and leisure-time PA were assessed using the long form of the International Physical Activity Questionnaire. Both logistic and linear regression models were estimated on pooled data. Results Perceptions of higher land use mix-access (OR: 1.40; 95% CI: 1.22,1.61), the existence of many alternative routes in the neighbourhood (1.12; 1.04,1.20), slow speed of traffic (1.19; 1.03,1.35) and few drivers exceeding the speed limits (1.09; 1.03,1.15) were associated with greater odds of reporting at least 10 min/week of transport-related PA. Perceptions of higher levels of land use mix-diversity, better aesthetics and greater safety from crime, the presence of crosswalks and pedestrian signals, and greater proximity of shopping centers were associated with more min/week of transport-related PA. Perceptions of higher land use mix-diversity (1.12; 1.05,1.20), higher land use mix-access (1.27; 1.13,1.43), more walking/cycling facilities (1.18; 1.09,1.28), and better aesthetics (1.10; 1.02,1.18) were associated with greater odds of engaging in at least 10 min/week of leisure-time PA versus none. Perceptions of higher land use mix-diversity were associated with more min/week of leisure PA. Conclusions Different perceived neighborhood built environment characteristics were associated with domain-specific PA among adults from Latin America countries. Interventions designed to modify perceptions of the neighbourhood built environment might influence initiation or maintenance of domain-specific PA. Trial registration ClinicalTrials. Gov NCT02226627. Retrospectively registered on August 27, 2014.


Author(s):  
Balázs Hübner ◽  
András Mahler

Vulnerability assessment of structures is a vitally important topic among earthquake engineering researchers. Generally, their primary focus is on the seismic performance of buildings. Less attention is paid to geotechnical structures, even though information about the performance of these structures (e.g. road embankments, levees, cuts) during an earthquake is essential for planning remediation and rescue efforts after disasters. In this paper the seismic fragility functions of a highway embankment are defined following an analytical methodolgy. The technique is a displacement-based evaluation of seismic vulnerability. Displacements of an embankment during a seismic event are approximated by a 2-D nonlinear ground response analysis using the finite element method. The numerical model was calibrated based on the results of a 1-D nonlinear ground response analysis. The expected displacements were calculated for 3 different embankment heights and Peak Ground Acceleration (PGA) values between 0,05 and 0,35g. Based on the results of the 2-D finite element analysis, the relationship between displacements and different seismic intensity measures (PGA, Arias-intensity) was investigated. Different damage states were considered, and the probability of their exceedance was investigated. The seismic fragility functions of the embankments were developed based on probability of exceedance of these different damage states based on a log-normal fragility function. The legitimacy of using a log-normal fragility function is also examined.


2016 ◽  
Author(s):  
L. Mani ◽  
P. D. Cole ◽  
I. Stewart

Abstract. This paper aims to understand whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in volcano education and outreach sessions, aimed at improving resident’s knowledge of potential future eruptive hazards (ash fall, pyroclastic flows and lahars). Here, we discuss the process of game development including concept design, game development through to final implementation on St. Vincent. Preliminary results for game implementation (obtained through pre and post-test knowledge quizzes) for both student and adult participants suggest that a video game of this style can be effective in improving learner’s knowledge. Both groups of participants demonstrated an increase in score percentage (9.3 % for adults and 8.3 % for students) and when plotted as learning gains (0.11 for adults and 0.09 for students). This preliminary data could provide a sound foundation for the increased integration of emerging technologies within traditional education sessions.


2020 ◽  
Vol 19 (3) ◽  
pp. 227-240
Author(s):  
Alicia Nijdam-Jones ◽  
Eric García-López ◽  
Maria Aparcero ◽  
Barry Rosenfeld

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